Hello Renaud, first of all I wanted to thank you for this amazing asset. In my humble opinion, at this current point FEEL is the best asset in the whole Unity asset store. Since you are constantly expanding the functionality, I want to give you a couple of feature requests: 1. Switching the playlist track to a specific track. 2. Reducing the playlist audio source count to just two instead of one per song. Before switching to your MMSoundManager I was using a custom AudioManager class with custom Sound class objects for each Sound/Song, which included the AudioClip, pitch values and volume values. Now that I have switched over to your SoundManager, which is arguably better performance wise, I lost some usability, because I have to put in the same values for the same clip on different feedbacks (different enemies), when before I had them all access the same Sound class object. 3. MMTools Audio Analyser for a specific MMSoundManager track (mainly so that sfx don't act as noise for music audio analysis). Also please make a tutorial on that one. I think it's a very important feature and it's not easy to make it work right without a tutorial. 4. Saved Audio Analyser Data per song, so that the spectrum data must not be read and recalculated in realtime. Once again, thank you so much for this great contribution to the game dev world. I am currently working on a VR game and your asset is helping me out greatly!
1. That's already possible, either via the MMPlaylist feedback, or using MMPlaylistPlayIndexEvent.Trigger(Channel, SongIndex); 2. Using the MMSoundManager doesn't mean you can't use regular audio sources, just make sure you route them via the correct channel. 3 & 4. That's good suggestions, I'll add them to the todo list. If you have more requests, please use the support form, it'll be easier to keep track of them than via youtube comments, thanks.
Great looking asset and i‘m looking to buy. Just two questions: Would you think the gyroscope setting in the parallex mode would fit for a Vr Startscreen? Like the Forest vr startscreen, i think? 😅 Question 2: The Events are just „triggerable“, right? So i could implement it in vr and call the feedback with OnCollisionEnter?
No, I don't think you'd use that parallax setup for a VR game, where typically input would come from the headset position, not a gyro or mouse/pointer. Regarding #2, I'm not sure what you mean by "triggerable" or events in that context, but it's one line to play feedbacks. You can have a script call that one line anywhere you want, including on collision events.
You'd need to override its MoveLayers method to replace Input.mousePosition with the equivalent in the "new" input system (see forum.unity.com/threads/mouse-position-with-new-input-system.829248/ - first link I found, there may be better ones).
Hello Renaud,
first of all I wanted to thank you for this amazing asset. In my humble opinion, at this current point FEEL is the best asset in the whole Unity asset store. Since you are constantly expanding the functionality, I want to give you a couple of feature requests:
1. Switching the playlist track to a specific track.
2. Reducing the playlist audio source count to just two instead of one per song.
Before switching to your MMSoundManager I was using a custom AudioManager class with custom Sound class objects for each Sound/Song, which included the AudioClip, pitch values and volume values. Now that I have switched over to your SoundManager, which is arguably better performance wise, I lost some usability, because I have to put in the same values for the same clip on different feedbacks (different enemies), when before I had them all access the same Sound class object.
3. MMTools Audio Analyser for a specific MMSoundManager track (mainly so that sfx don't act as noise for music audio analysis). Also please make a tutorial on that one. I think it's a very important feature and it's not easy to make it work right without a tutorial.
4. Saved Audio Analyser Data per song, so that the spectrum data must not be read and recalculated in realtime.
Once again, thank you so much for this great contribution to the game dev world. I am currently working on a VR game and your asset is helping me out greatly!
1. That's already possible, either via the MMPlaylist feedback, or using MMPlaylistPlayIndexEvent.Trigger(Channel, SongIndex);
2. Using the MMSoundManager doesn't mean you can't use regular audio sources, just make sure you route them via the correct channel.
3 & 4. That's good suggestions, I'll add them to the todo list.
If you have more requests, please use the support form, it'll be easier to keep track of them than via youtube comments, thanks.
Congratulations for winning the awards!
You are so good!
Thanks!
Best Unity Asset out there!
Thank you ♥
@@_MoreMountains And thank you for all your time and efforts ❤️
Thank you for the cool tools my friend!
Glad you like them!
Great looking asset and i‘m looking to buy. Just two questions:
Would you think the gyroscope setting in the parallex mode would fit for a Vr Startscreen? Like the Forest vr startscreen, i think? 😅
Question 2:
The Events are just „triggerable“, right? So i could implement it in vr and call the feedback with OnCollisionEnter?
No, I don't think you'd use that parallax setup for a VR game, where typically input would come from the headset position, not a gyro or mouse/pointer.
Regarding #2, I'm not sure what you mean by "triggerable" or events in that context, but it's one line to play feedbacks. You can have a script call that one line anywhere you want, including on collision events.
Voted 👍
Thank you!
I voted!
Thanks!
❤️
Will feel work with most templates from the asset store?
It can work in any project. Whether or not it will work in "templates" depends on their author, but there's no absolute reason why it wouldn't work.
Thanks!
2:03 where this cube materials from?
From Feel, that's the prototype textures that ship with it.
@@_MoreMountains thank you
Hi, how would I use the Parallax component if I am using the new input system? Is there any way to easily convert it?
You'd need to override its MoveLayers method to replace Input.mousePosition with the equivalent in the "new" input system (see forum.unity.com/threads/mouse-position-with-new-input-system.829248/ - first link I found, there may be better ones).
@@_MoreMountains Thank you!
Does the haptics work on mobile, IOS/Android?
Yes
@@_MoreMountains Nice! definitely getting this 😁 Thanks!
Are all of these in the Corgi Engine as well?
No, only parts of Feel are in the Corgi Engine : moremountains.com/unity-assets#libraries
colonic issues currently
This isn't a search bar.
@@_MoreMountainscolonic issues no longer present
p̾r̾o̾m̾o̾s̾m̾ 🎶